Large Construct (Metallic), Typically Chaotic Good
Armor Class 19 (natural armor)
Hit Points 188 (19d10 + 95)
Speed 30 ft.
STR
23 (+6)
DEX
11 (+0)
CON
20 (+5)
INT
6 (-2)
WIS
12 (+1)
CHA
10 (+0)
Skills Perception +11
Damage Immunities Acid, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 21
Languages Draconic
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The golem makes two melee attacks or it makes one melee attack and uses draconic weapons if it can.

Flail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 18 (4d8) acid damage.

Draconic Weapons (Recharge 5-6). The golem uses one of the following options.

Frightful Presence. Each creature of the golem's choice that is within 60 feet of the golem and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the golem's Frightful Presence for the next 24 hours.

Acid Blast. The golem spews out acid, targeting one creature that it can see within 60 feet of it. The target must succeed on a DC 18 Dexterity saving throw or take 38 (7d10) acid damage. Unless the target avoids taking all of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon the target is carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed. The golem then regains 13 (3d8) hit points.

 

Slowing Breath. The golem exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

OctopuswithFish

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